Choose one —
Flying
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's mana value.
Sweep — Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way.
Enchant creature
Enchanted creature can't attack or block unless its controller pays for each card in your hand.
Cast this spell only during combat after blockers are declared.
Target unblocked attacking creature becomes blocked. (This spell works on creatures that can't be blocked.)
Draw a card.
As long as you have more cards in hand than each opponent, this creature gets +1/+2 and has "Whenever this creature deals combat damage, you gain 3 life."
At the beginning of your upkeep, return a white creature you control to its owner's hand.
Search your library for an enchantment card, put it onto the battlefield, then shuffle.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
, : You gain 2 life.
Channel — , Discard this card: You gain 4 life.
Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.
Protection from black
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay ."
: Prevent the next 3 damage that would be dealt to target creature this turn. Activate only if you have more cards in hand than each opponent.
When this creature enters, you may tap target creature.
: This creature gets +0/+X until end of turn, where X is the number of cards in your hand.
Kiyomaro's power and toughness are each equal to the number of cards in your hand.
As long as you have four or more cards in hand, Kiyomaro has vigilance.
Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life.
Whenever a source an opponent controls deals damage to you, that player sacrifices a permanent of their choice.
: This creature gets +0/+1 until end of turn.
When this creature enters, destroy target enchantment.
Whenever you cast a Spirit or Arcane spell, you may return this creature to its owner's hand.
Sweep — Return any number of Plains you control to their owner's hand. Target creature gets +1/+1 until end of turn for each Plains returned this way.
You gain 2 life for each card in your hand.
When a creature you control dies, sacrifice this enchantment. If you do, create four 1/1 colorless Spirit creature tokens.
Whenever a spell or ability an opponent controls causes you to discard cards this turn, return those cards from your graveyard to your hand.
When a spell or ability an opponent controls causes you to discard this card, return this card from your graveyard to your hand at the beginning of the next end step.
Creatures with power 2 or less can't attack you.
First strike
Channel — , Discard this card: Target creature gains first strike until end of turn.
Create a 1/1 colorless Spirit creature token.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Vigilance (Attacking doesn't cause this creature to tap.)
Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
Whenever you cast a Spirit or Arcane spell, you may have target player mill X cards, where X is that spell's mana value.
Return target enchanted permanent to its owner's hand.
: Look at the top X cards of your library, where X is the number of cards in your hand, then put them back in any order.
Whenever you cast a Spirit or Arcane spell, you may sacrifice this creature. If you do, draw a card.
Search target opponent's library for an artifact, creature, enchantment, or land card. Put that card onto the battlefield under your control. Then that player shuffles.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)
(Nonexistent mana costs can't be paid.)
: Tap enchanted creature.
: Untap enchanted creature.
, : Counter target spell unless its controller pays .
Channel — , Discard this card: Counter target spell unless its controller pays .
Draw three cards. Discard three cards at the beginning of the next end step.
When Kaho enters, search your library for up to three instant cards, exile them, then shuffle.
, : You may cast a spell with mana value X from among cards exiled with Kaho without paying its mana cost.
At the beginning of each player's draw step, that player draws an additional card.
When this creature enters, return target creature to its owner's hand.
All creatures get -X/-0, where X is the number of cards in your hand.
Defender
Your maximum hand size is increased by one.
, Return a land you control to its owner's hand: Target land becomes the basic land type of your choice until end of turn.
Reveal the top three cards of your library. An opponent chooses one of them. Put that card into your graveyard and the rest into your hand.
, Return a land you control to its owner's hand: Untap target land.
, Return a land you control to its owner's hand: Target creature gets -X/-0 until end of turn, where X is the number of cards in your hand.
Counter target spell unless its controller pays for each card in your hand.
Counter target creature spell. Draw cards equal to that spell's mana value.
When this creature dies, if 4 or more damage was dealt to it this turn, draw three cards.
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has " : Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
As long as you have more cards in hand than each opponent, this creature gets +2/+2 and has flying.
Whenever this creature blocks or becomes blocked by a creature, change this creature's base power and toughness to that creature's power and toughness until end of turn.
Exchange control of two target lands.
Channel — , Discard this card: Target creature gains flying until end of turn.
Soramaro's power and toughness are each equal to the number of cards in your hand.
, Return a land you control to its owner's hand: Draw a card.
Your maximum hand size is increased by two.
At the beginning of your upkeep, return a blue creature you control to its owner's hand.
Copy target instant or sorcery spell. You may choose new targets for the copy.
Haste
At the beginning of your upkeep, if you have more cards in hand than each opponent, you may sacrifice a Swamp. If you do, return Akuta from your graveyard to the battlefield.
Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents of their choice.
Return X target creature cards from your graveyard to your hand.
Target player loses 1 life and you gain 1 life.
At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return this card from your graveyard to your hand.
: This creature gets +1/+1 until end of turn. Sacrifice it at the beginning of the next end step.
Soulshift 1 (When this creature dies, you may return target Spirit card with mana value 1 or less from your graveyard to your hand.)
As long as you have seven or more cards in hand, this creature gets +2/+1 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
Target player sacrifices a creature of their choice with mana value 3 or less.
Return target creature card from your graveyard to the battlefield. Sacrifice that creature at the beginning of the next end step.
, : Target player discards two cards. Activate only as a sorcery.
Channel — , Discard this card: Target player discards four cards. Activate only as a sorcery.
Each opponent's maximum hand size is reduced by one.
Protection from white
Whenever you cast a Spirit or Arcane spell, target player reveals their hand and discards all cards with that spell's mana value.
Kagemaro's power and toughness are each equal to the number of cards in your hand.
, Sacrifice Kagemaro: All creatures get -X/-X until end of turn, where X is the number of cards in your hand.
Enchanted creature gets -X/-X, where X is the number of cards in your hand.
Soulshift 3 (When this creature dies, you may return target Spirit card with mana value 3 or less from your graveyard to your hand.)
When this creature enters, target player discards a card.
Target creature deals damage to itself equal to its power.
: Regenerate this creature.
Each opponent's maximum hand size is reduced by two.
Maga enters with X +1/+1 counters on it.
When Maga enters, target player loses life equal to the number of +1/+1 counters on it.
At the beginning of your end step, sacrifice this enchantment and you lose 8 life.
Whenever another card is put into your graveyard from anywhere, target opponent gains control of this enchantment.
Search target player's library for X cards, where X is the number of cards in your hand, and exile them. Then that player shuffles.
Discard your hand.
Each player may bid life. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards.
When this creature enters or leaves the battlefield, you lose 3 life if you don't control a Demon.
Black creatures can't block.
This creature can't block.
Channel — , Discard this card: Target creature can't block this turn.
Sweep — Return any number of Swamps you control to their owner's hand. Target player discards a card for each Swamp returned this way.
At the beginning of your upkeep, return a black creature you control to its owner's hand.
Adamaro's power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand.
: Target creature gains haste until end of turn.
As long as you have seven or more cards in hand, this creature gets +2/+1 and has first strike.
Sweep — Return any number of Mountains you control to their owner's hand. Barrel Down Sokenzan deals damage to target creature equal to twice the number of Mountains returned this way.
When this creature dies, if 4 or more damage was dealt to it this turn, this creature deals 3 damage to any target.
: Target creature gets +1/+0 until end of turn.
Create three 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step.
Gaze of Adamaro deals damage to target player equal to the number of cards in that player's hand.
, : This creature deals 2 damage to target creature.
Channel — , Discard this card: It deals 4 damage to target creature.
At the beginning of the end step, return this creature to its owner's hand.
: This creature deals 1 damage to target creature blocking it.
If target player has exactly 10 life, Hidetsugu's Second Rite deals 10 damage to that player.
, Sacrifice a Samurai: Samurai creatures you control gain double strike until end of turn.
Add for each card in your hand.
Target creature attacks this turn if able.
, : Jiwari deals X damage to target creature without flying.
Channel — , Discard this card: It deals X damage to each creature without flying.
At the beginning of your upkeep, return a red creature you control to its owner's hand.
Creatures you control get +2/+0 until end of turn.
Exile the top card of your library. Exile the top card of your library. Exile the top card of your library. If the last card exiled isn't a land card, repeat this process. Create a 1/1 red Warrior creature token for each nonland card exiled this way.
Channel — , Discard this card: Target creature gains haste until end of turn.
Whenever you cast a Spirit or Arcane spell, you may gain control of target creature with that spell's mana value until end of turn.
At the beginning of your upkeep, if a player has more cards in hand than each other player, the player who has the most cards in hand gains control of this creature.
: This creature gets +X/+0 until end of turn, where X is the number of cards in your hand.
Spiraling Embers deals damage to any target equal to the number of cards in your hand.
Destroy target artifact or land.
Each player sacrifices a land of their choice for each card in your hand.
Exile cards from the top of your library until you exile a nonland card. Undying Flames deals damage to any target equal to that card's mana value.
When this creature enters, destroy target artifact.
, : Arashi deals X damage to target creature with flying.
Channel — , Discard this card: It deals X damage to each creature with flying.
Legendary landwalk (This creature can't be blocked as long as defending player controls a legendary land.)
Whenever you cast a Spirit or Arcane spell, you may gain life equal to that spell's mana value.
Whenever you cast a Spirit or Arcane spell, put a +1/+1 counter on target creature.
Creatures with flying can block only creatures with flying.
At the beginning of your upkeep, put a +1/+1 counter on this creature for each card in your hand, then remove a +1/+1 counter from this creature for each card in target opponent's hand.
You gain 6 life.
Whenever you cast a Spirit or Arcane spell, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order.
Soulshift 2 (When this creature dies, you may return target Spirit card with mana value 2 or less from your graveyard to your hand.)
Create a 1/1 green Snake creature token for each card in your hand.
Whenever you cast a Spirit or Arcane spell, regenerate this creature.
, : Target creature gets +2/+2 until end of turn.
Channel — , Discard this card: Target creature gets +4/+4 until end of turn.
When this creature enters, draw a card.
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.
At the beginning of your upkeep, sacrifice this creature unless you pay .
Legendary Snakes you control have shroud. (They can't be the targets of spells or abilities.)
Whenever this creature deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
Masumaro's power and toughness are each equal to twice the number of cards in your hand.
: This creature gains reach until end of turn. (It can block creatures with flying.)
Return this enchantment to its owner's hand: Regenerate target creature.
Soulshift 5 (When this creature dies, you may return target Spirit card with mana value 5 or less from your graveyard to your hand.)
As long as you have more cards in hand than each opponent, this creature gets +3/+3.
Soulshift 7 (When this creature dies, you may return target Spirit card with mana value 7 or less from your graveyard to your hand.)
Whenever you cast a legendary spell, draw a card.
Destroy target artifact or enchantment if its mana value is less than or equal to the number of cards in your hand.
: You may put a land card from your hand onto the battlefield.
Whenever a land enters, its controller creates a 1/1 green Snake creature token.
Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Sekki enters with eight +1/+1 counters on it.
If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and create that many 1/1 colorless Spirit creature tokens.
Sacrifice eight Spirits: Return this card from your graveyard to the battlefield.
All creatures able to block this creature do so.
Channel — , Discard this card: All creatures able to block target creature this turn do so.
Trample
At the beginning of your upkeep, return a green creature you control to its owner's hand.
When Iname as One enters, if you cast it from your hand, you may search your library for a Spirit permanent card, put it onto the battlefield, then shuffle.
When Iname as One dies, you may exile it. If you do, return target Spirit permanent card from your graveyard to the battlefield.
As this artifact enters, choose a creature type.
Each creature card in your graveyard has the chosen creature type in addition to its other types.
At the beginning of each player's upkeep, that player returns a permanent they control to its owner's hand unless they pay 2 life.
At the beginning of each opponent's upkeep, if that player has seven or more cards in hand, this artifact deals 4 damage to that player.
At the beginning of your upkeep, if you have seven or more cards in hand, you gain 4 life.
Equipped creature gets +1/+2 and has " : Destroy target Equipment."
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
This Equipment can be attached only to a creature with power 3 or greater.
Equipped creature gets +3/+0 and has trample.
As this artifact enters, choose a card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
, : Draw a card if you have seven or more cards in hand.
: Target creature you control gains flying until end of turn.
: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
: Target creature gets +X/+0 until end of turn, where X is its power. Sacrifice this artifact at the beginning of the next end step.
: Add .
, : Each player draws a card.
, , Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.
: Return Oboro to its owner's hand.
: Add . Tomb of Urami deals 1 damage to you if you don't control an Ogre.
, , Sacrifice all lands you control: Create Urami, a legendary 5/5 black Demon Spirit creature token with flying.
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